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Backgammon rules: the standard rules explained
These are the standard rules of backgammon as used in clubs, tournaments and online. They are short, and the details below settle almost every argument at the board.
This guide follows the standard rules published by the major backgammon organisations. Home rules differ in places (see the optional rules near the end); agree on them before the first roll.
Equipment and starting position
Two players, a board of 24 points, fifteen checkers of one colour each, two dice each (with a cup), and a doubling cube. Each player sets up 2 checkers on their 24-point, 5 on their 13-point, 3 on their 8-point and 5 on their 6-point. Points are numbered from each player's own view, so your 24-point is your opponent's 1-point. Equipment is covered in the board and equipment guide.
The opening roll
Each player rolls one die. The higher roller plays first and uses the two numbers just rolled as their first move. Ties are re-rolled. From then on players alternate turns, each rolling two dice. (In some money games a tie on the opening roll doubles the stakes, an optional rule called automatic doubles.)
Moving
- Checkers move only forward, from higher-numbered points to lower-numbered ones.
- Each die is a separate move. A checker can use both dice only if the point it touches between the two moves is also open.
- A checker may land on an empty point, a point of your own, or a point with a single opposing checker (a blot). It may never land on a point with two or more opposing checkers.
- Doubles are played four times. Roll 3-3 and you have four 3s to play.
Forced moves
- You must play both numbers if there is any legal way to do so.
- If only one number can be played, you must play it.
- If either number can be played but not both, you must play the larger one.
- If neither can be played, you lose the turn. With doubles, play as many of the four numbers as you legally can.
This rule has real consequences. A well-built blockade can freeze your opponent, and a roll you would like to avoid sometimes has to be played.
Hitting and the bar
When your checker lands on a blot, you hit it, and the opposing checker goes to the bar. Its owner must enter it before making any other move. Entering means placing it on a point in the other player's home board that matches one of the dice: a 1 enters on the 24-point, a 2 on the 23-point, up to a 6 on the 19-point. A point held by two or more of the opponent's checkers is closed and cannot be used.
If you cannot enter, you lose your turn. If you have several checkers on the bar, all of them must enter before you move anything else. If the opponent has made all six points of their home board (a closed board), you cannot enter at all until they open a point.
Bearing off
- You may bear off only when all fifteen of your checkers are in your home board (your points 1 to 6).
- A die removes a checker from the point with the same number.
- If there is no checker on that point, you must move a checker from a higher point if you have one. If you do not, you remove a checker from your highest occupied point.
- Bearing off is not compulsory when another legal move exists. You can use the number to move inside the home board.
- If one of your checkers is hit while you are bearing off, it must enter and travel back to your home board before you can bear off again.
The first player to bear off all fifteen checkers wins.
Single game, gammon and backgammon
| Result | What it means | Points (cube at 1) |
|---|---|---|
| Single game | Loser has borne off at least one checker | 1 |
| Gammon | Loser has borne off no checkers | 2 |
| Backgammon | Loser has borne off none and still has a checker on the bar or in the winner's home board | 3 |
All of these are multiplied by the value of the doubling cube if it was used.
Match play and the optional rules
A match is played to a set number of points, and the winner is the first to reach it. Common optional rules:
- Jacoby rule: in money play, gammons and backgammons count only as a single game if the cube was never offered. It is not used in match play.
- Crawford rule: in a match, when a player first comes within one point of winning, neither side may double in the next game.
- Beavers: a player who has just been doubled may immediately redouble, keeping the cube.
Dice etiquette
Both dice are rolled together in the right-hand half of the board and must land flat. A die that falls off the board or lands cocked is re-rolled. In online play the server rolls for you, which removes the problem and any doubt about fairness.
Frequently asked questions
Can you move backwards in backgammon?
No. Checkers move only forward, toward your home board. They go back to the start only when they are hit and sent to the bar.
What if you cannot make any legal move?
You lose the turn. This can happen when your opponent has blocked the points you need, and it is a main reason for building blockades.
When is a win a gammon?
When the loser has not borne off a single checker. It scores double. If the loser also still has a checker on the bar or in the winner's home board it is a backgammon, scoring triple.